For our video today, we’re talking role playing shooter and where Youngblood got it wrong, and the challenges of combining these two designs.
I’ve had an idea for a new post series; we’re going to be taking a look at the essential elements of specific genres. There’s a difference between designing a game that has those elements vs. an actual game of the genre. For our first discussion, we’re going to dive into the RPG genre and find out what makes it tick.
Today’s Critical Thought is on the design of class-based archetypes in RPGs. RPGS like Etrian Odyssey and the Darkest Dungeon went with a different philosophy in terms of classes, and were better off because of it.
(Due to scheduling issues, we weren’t able to record this week’s podcast. Please enjoy the next part of the design encyclopedia instead and we’ll see you next week.)
During the late 80s and early 90s, Computer RPGs or CRPGs were first person and for many older gamers was the heyday of the genre. In the late 80s, the gold box series took the Dungeons and Dragons theme and design and created first person CRPGs.
But as the series’ popularity started to wane, so did the CRPG market. But in 1997 a little company known as Bioware would revive the genre for a new generation of gamers and become one of the most popular developers around.